Deep in the underworld of Ardania, a threat of the most evil nature grows and multiplies with an appetite for destruction that is unsurpassed. Summoned from the depths of the Bottomless Pit, the (once) mighty Báal-Abaddon has been torn from his throne of skulls and imprisoned in an earthly body of less-than-imposing stature (he's an Imp,...

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Deep in the underworld of Ardania, a threat of the most evil nature grows and multiplies with an appetite for destruction that is unsurpassed. Summoned from the depths of the Bottomless Pit, the (once) mighty Báal-Abaddon has been torn from his throne of skulls and imprisoned in an earthly body of less-than-imposing stature (he's an Imp, OK?) to serve the none-too-competent sorcerer Oscar van Fairweather. But unfortunately for Fairweather, the luck of the damned is on Báal's side and he soon breaks free to build his own dark and majestic... Impire.

Take control the of demon Báal-Abaddon as he attempts to rebuild his mighty hell spawn form. With the aid of dozens of evil creatures big and small as well as an arsenal of spells, you will help him construct a dungeon underworld of limitless evil and nastiness to stop all those pesky Heroes of Ardania from ruining his return to greatness!

Key Features

Incarnate a demon of the abyss; make him evolve into a powerful dungeon lord and customize him through weapon and armor upgrades

Pros- Good beginning story - lord of the pit to sidekick of a loser- I love stories from the perspective of the bad guys- The demon, your champion, really does grow to be a bad ♥♥♥. You get served very easily towards the beginning, but at the end you've reclaimed your lord of the pit status- Session skill tree. Points are earned through almost every action (i.e. killing heroes, crafting items, raiding, etc.) You unlock new branches of the skill tree mostly through exploration/side quests that can be interesting- Squad combinations can lead to good bonuses (plus to crit, defense, etc.) encouraging the player to mix and match

Cons- Storyline grows weaker throughout the game- Clunky controls (i.e. assign worker to repair room, but game doesn't auto assign him to then work it). Launch Game vs. Load Game between stages - if you hit load instead of launch it takes you to your last saved slot instead of the next level - why is this even on the page?- Camera - cut scenes frequently have you looking in a different direction super zoomed in- Ladders - the attempt to keep you on your toes while you accomplish main and side quests. Decent concept, but they happen at regular intervals and with your ability to teleport yourself or squads directly most any where, this becomes zoom out, find ladders, teleport squads, and go back to what you were doing- Traps play almost no role- Almost necessary to play with Priests and Overlords- Runes disappearing? Played the entire game through and still had some empty rune slots. Some would show unlocked at the end of a successful mission, but not appear on the next mission. Not sure if they were meant to be passive, but could not find a way to view them- Demon upgrades - no way to preview before selecting so be warned!- Session skill tree. Mentioned above as a plus. Unfortunately, if you want to build a ton of traps, summon a horde, equip your squads to the teeth, etc. you'll only get so many points for each route. What this means is that you're going to build x number of rooms, build x number of traps, equip x number of minions, craft x number of items, dig x number of tiles, etc. I really felt like this was the major failing of the game. I picked the exact same skill tree items for about 3/4 of the game. This pigeon holes you into the same rooms, same units, and same path to victory again and again.- Difficulty. I play most games on normal expecting to have some challenges, but not pull my hair out. If your demon dies, he respawns about five seconds later and you can teleport him right back in. The only way you die is if they destroy a treasure room? It is strange. My demon died quite a bit in the beginning, but I was never in danger of losing a stage. This makes the game a total grind. I'd recommend bumping it up if you expect any challenge. - For a humorous game, the jokes were really hit and miss and mostly miss.- Voice for the demon is good when you're still a little imp, but really needed to change after you reclaim your stature.- Ending was just strange

Overall, if you like the genre then you might give it a whirl, but I wouldn't pay more than $5 for it.

First off - THIS IS NOT DUNGEON KEEPER! Do NOT buy it if you're looking for a DK fix. Go play Dungeon Keeper instead :P

The story line isn't really that great, and the animations and voice acting that follows it, are below par.

However, if you last long enough to get past that, the game play is quite enjoyable. A sorta dungoen building/ dungeon crawling combo. Build up your squads so you can have them zapping over whenever those pesky heroes come a-knocking, while you were out exploring yourself. Just don't have all your squads out raiding at the same time... <.<

Being still in the beginning of the game myself, I haven't seen the highend units yet, but the lowend are versatile enough to make some good combinations in your squads.

I do think this game is enjoyable, if even just to waste time. There are certainly better games out there, and this is not one of those eye-popping good games. However its a good game to play when your bored or just want to be evil. I am dissapointed with the lack of a good skirmish game.

If your looking for a game you can easilly spend 100+ hours on, dont buy this game. If your not strapped for cash and you just wanna experiment and dabble around with different types of games this is a good one to check out.

Impire is probably the best dungeon management game that has come out in a long time. While the story is nothing special and almost linear, it is commendable that this is done flawlessly. The voice acting is on the spot, at least for the main cast. Micro- management has never been this much fun, since well… ages (in my opinion). Impire keeps you busy and interested from start to finish. Complaints about repetitiveness of the game might be founded, but I think it is more of a matter of preference. It is true that there are a couple of imperfections that should (and could be easily) addressed. The lack of grunt noises and the inability to be able to re-check the mission goals, are flaws that can be frustrating at times. The biggest imperfection is perhaps the lack of information when it comes to upgrading units. A micro-management oriented game is not as pleasant to play when the necessary information is missing.

But in the end Impire is a captivating game, unique characters and funny dialogues are more than enough to recommend it to everybody. A herd of (almost) impervious, impertinent, imps are waiting to serve their overlord. So what are you waiting for? You’re supposed to be on a highway to hell!

this game is noting like Dungeon Keeper so i don't see why everyone is ♥♥♥♥♥ing about this game i really do like this i am happy i got this game and think it was wroth the money and i got dlc so ya this game is 10/10 in my books

Not to put too fine a point on it, but: there is not enough Dungeon Keeper in the world. Impire looks like a decent-enough clone of Dungeon Keeper, but it is sufficiently unique in most respects to be its own game. This is both good, and bad.

The good side of things is how Impire handles dungeon management. By zooming out or pressing a hotkey, you’re given a flat top-down view of your dungeon. Here, you can queue up units, build rooms, order upgrades and place traps. Units, like minotaurs, vampires, imps, warlocks and such, can be put into squads of six. Squads in turn can be moved around as a single unit, and coordinate their attacks. A well-formed squad of a tank, some ranged casters, a healer, and a general damage-dealer, are highly effective at handling almost any situation. Ladders may randomly appear in your dungeon, bringing adventurers that’ll try to destroy things. You can build things like a Tavern that lure adventurers in and gets them drunk, making them weaker, but it’s not really necessary.

You are limited in exactly what types of units and rooms you can build initially, and here is where things get idiosyncratic. As you complete set objectives removed from the main mission objectives, you earn DEM points which can be placed into a Diablo-esq skill tree, which resets each mission. If you want minotaurs for this mission, you may have to sacrifice gaining some spells, or a type of room, etc. It gives the genre a kind of build-order strategy, which isn’t bad, but it can rub you the wrong way. Squads can be sent off on raiding missions using an overworld map, which removes the squad from your dungeon for a time. If they succeed at the raid, you gain much-needed resources, as a dungeon is not entirely self-sufficient. There is no ore to mine, like in Dungeon Keeper.

The game can be played cooperatively over network or Internet, up to four players, or competitively if that’s your thing. The cooperative mode works well enough, each player gets their own dungeon, and each dungeon has it’s own entrance into a kind of common battle area where mission objectives are usually located. The plot is amusing, in a 90s video game kind of way, and while it innovates where it counts, Impire fails in the areas it needs most.

For everything Impire does right, with its own spin on the dungeon management genre, it gets equal amounts wrong. This is the type of game that’s best bought while on sale, and only if you really want this kind of thing.

Bonus: Is this Majesty’s Ardania?

You are correct, sire! Impire takes place in the fictional fantasy realm of Ardania of the Majesty series. Much of the design, how things look and act, are direct nods to their counterparts in Majesty. The plot even involves you playing as a subservient demon in the employ of the son of a certain Scottish-sounding Advisor...

It looks fun, it starts out ok, then the micro-managment makes it feel like work. Work at a boring, mundane desk job. All the rooms have a preset lay-out and size taking away some of the dungeon building creativity.

Then you go adventure, but your minions are hungry so you have to send them back to the dungeon to feed them, by the time they arrive back at the battle they are half-way to hungry again.

Then the ladders apprear. The annoying ladders they say are needed for "balance". Maybe to balance out the boring micromanagement between ladders and hungry minions, but adds little to nothing to gameplay.

The game has received almost no updates or attempt at fixing the game-play at all. Paradox has our money and gave up on the game, don't give them your money too, just move on.

I spent a lot of time trying to like this game and clear it from my backlog...19 hours in and my conclusion is.... do not spend any amount of time or money on this game.

The first levels in the game start out rather slow and it never really improved beyond that. Even after getting to the point of full upgrades/squads Resource collection was primarily through sending out squads on missions and felt like a more annoying way than say telling a worker to cut trees in a standard RTS.Enemy Heroes were kinda trivial since you could instantly teleport around the map and destroy the ladders before they started spawning.Fell into the routine of deathballing since it was either that or suiciding smaller groups into you cleared out the area and against certain bosses even then they would wipe.The story was rather bland, evil guy doing evil stuff.The dialogue/voice acting was cringe worthy, enough that the game becomes unplayable unless you mute it.

TLDR: There's a premise here that could be an interesting game but it falls short in every way. Not worth your time or money.

To make it very clear at the beginning, this game is no Dungeon Keeper III and looks more like an underground based RTS. The campaigne has 4 chapters with 5 mission each and takes all together ~20hours. Sometimes the jokes during the missions are too bad but if you like the kind of humor used in Grotesque you should also like this one. At least there are two ends of the game, so playing again isn't a bad choice. Your main character, the demon Baal-Abbadon, has three specs (Support/Melee/Caster) and all three are play- and enjoyable.

The grafic isn't up-to-date but there are many lovely details if you look at the little demons or the underground rooms. The whole game can be played in coop and has also some mulitplayer parts. There you have to protect NPCs, raid some enemy camps or to fight of endless hordes of heroes.

Some negative aspects are the low variation of missions and the missed chance to improve the experience outside of the dungeon. But I had many hours of fun in Coop with this game, so anyone interested in RTS should have a look at it.

As you would probly guess it's like dungeon keeper with some gameplay changes while trying to keep the same brand of humour. That being said it's take on the humour, in my opinion, feels childish and drab while the gameplay leaves me struggling to keep my attention in order to finish. Not to say it's a bad game, you should know that if you want to play a dungeon keeper type game then you could do better.

From what I can tell, public opinion on this game was heavily tarnished by the fact that the game made the fatal sin of NOT being Dungeon Keeper. Regardless of its lukewarm to cold reception, I found the game to be fun to play as a squad based RTS with some light base building. Essentially, this game was what Dungeons was shooting for and missed. So if you felt like Dungeons was terrible, but found the ideas intriguing I'd definitely recommend you load up Impire and give it a spin. It's not a flawless game by any means, but still manages to be a humorous, challenging, and moderately fresh way to kill a Sunday afternoon.

Impire never promised to take the place of Dungeon Keeper 3, but it sure as hell lingered around the idea long enough to secure pre-orders. This title should have been Early Access, because my first (and likely last) experience was one of bitter disappointment.

Impire was always going to face a tough reception, being the first in a wave of very familiar looking dungeon sims that’ll be popping up throughout the year, but rather than take that challenge and run with it, Cyanide have instead made a game that is slightly worse than its inspiration in pretty much all aspects. If you’re pining after Dungeon Keeper, your money would be far better spent grabbing the originals on GOG. While you’re there, do yourself a favour and pick up Evil Genius and Startopia. By the time you’ve worked your way through all those, the next contender for the Dungeon Keeper throne will no doubt be nearly ready, and we can go through this whole merry dance once again.

Went into this expecting a nice reboot of Dungeon Keeper with some changes and additional features. Although the game itself seemed okay, a clunky GUI, the unit micromanagement and the lack of flexibility that Dungeon Keeper had with placing dungeon rooms ruined it for me.

Impire is a Dungeon Keeper esque RTS where you control an Imp overlord and summon demons to protect your dungeon. All while gathering your forces to take over the Overworld.

While I wouldn't say the game is unique it does stray into different locations than Dungeon Keeper. The game is less of a management sim and more of an RTS. Dungeon Keeper was more focused on heroes attacking your dungeon. This of course occurs in Impire but the focus is significantly more on conquering other dungeons. What you can of course do is tunnel your way into enemy dungeons and take them over for yourself. In doing so your own dungeon levels up and more powerful heroes swing by seeking to plunder.

It's a nice enough game with an aesthetic reminiscient of Magicka. The RTS/Management sim elements are entertaining and it's generally nice to see this type of game come about. My favorite mode in this game is the multiplayer where you have skirmishes and alliances with fellow imp overlords.